CP Iron Castles

Newe6000

L1: Registered
Jun 20, 2014
15
5
My very first serious map layout. It's a 5cp map, which is a gamemode I don't play very much of funnily enough. I want to give it the 2fort feel without the 2fort gameplay. This new version is (as far as I can tell) much more playable. At this point I am in need of feedback from actual players as the tf bots are very derpy.
 
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Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
If you could add an overhead, that would be nice!

I also feel that (what I think is last, the 3rd screenshot) last's spawn may be a little too close to the point
 

Newe6000

L1: Registered
Jun 20, 2014
15
5
If you could add an overhead, that would be nice!

I also feel that (what I think is last, the 3rd screenshot) last's spawn may be a little too close to the point

In Alpha 1 you can actually jump between the battlements using the two containers as a scout (although nailing the jump from the container to a battlement felt like luck). Sadly in my revamp of that area that got lost. I love being able to jump the battlements as a scout so I'll be finding a way to put it back in if possible. If you were worried about sniper lines those containers provided cover for the middle point to the point of complete ridiculousness. To put it nicely the middle point was a goddamn spam fest for explosives.

Also yes, spawn was not only too close to the last point it was in stone throwing distance of the second and middle point. That spawn area is now a forward spawn and the map has been greatly expanded. I'll probably have a new (actually playable :O) version up in T minus 2 hours.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
In Alpha 1 you can actually jump between the battlements using the two containers as a scout (although nailing the jump from the container to a battlement felt like luck). Sadly in my revamp of that area that got lost. I love being able to jump the battlements as a scout so I'll be finding a way to put it back in if possible. If you were worried about sniper lines those containers provided cover for the middle point to the point of complete ridiculousness. To put it nicely the middle point was a goddamn spam fest for explosives.

Not quiiiite what I meant but good info.

What I meant was an overhead view of the map, so we can see the total layout. Look at most other map pages, and you'll see what I'm talking about in likely the last screenshot.
 

Newe6000

L1: Registered
Jun 20, 2014
15
5
Updated to Alpha 2.

Not quiiiite what I meant but good info.

What I meant was an overhead view of the map, so we can see the total layout. Look at most other map pages, and you'll see what I'm talking about in likely the last screenshot.

Sure, I'll get right on it.

EDIT: Ok source is a complete bitch. I have an overhead image but it only renders the central CP and it's randomly not rendered certain floor brushes. For now I'll just put the image in this post since it's not a very accurate overhead.

voQCk5r.png
 
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